ConquerClub, ConquerClub, CONQUERCLUB! I'm certain that you will all now rejoice with me in the fact that 12 Player Gamesare finally here!

With the help of bigWham and blakebowling, we were able to fast track it and get it done and out as soon as it possibly could! We would also like to extend our thanks to user khazalid for pioneering beyond the demand for 9 player and 10 player games way back in September, 2009 (yikes it's been a while)! It has certainly rejuvenated my sense of enthusiasm for the fate of ConquerClub . Before we start going insane with 12 player games, though, there are a few things that you, The People of Conquer Club, need to know!

IMPORTANT NOTES:

Firstly, I'll be making it very clear that 12 Player games is in BETA. No fair amount of testing could cover all of the iterations of players, game types, maps, and any other settings to ensure that all was according to plan! We have a pretty strong feeling that not too much should go amiss, but in the case that a game does not work with certain maps or settings, please report so in this thread not only to let us know, but to warn others as well!

To keep the game as fair as we can, and with warranted maps, a Max Player setting had to be imposed on some of the maps of ConquerClub to ensure either fair gameplay or to ensure XML compatibility. Below is a list of all maps that have a Max Player cap and what it is:

Unfortunately, we have not yet expanded the game engine to be able to include teams greater than our current Quadruples. This is something that is extremely code intensive that could involve major changes to the game engine, so rather than wait another four years, we decided it's best to work on it in the interim.

And with that, we arrive at Part 2 of our Announcement:

Invitation Upgrades

Another long awaited Suggestion, Invitations 3.0 are here, and here's what we have to offer:

Invite upon Game Creation

Accept Multiple/All Invites

Cancel sent invitations

Sent Invitations Are Cancelled if you Drop the Game (for those erroneous games with the wrong settings -- tournament games excluded)

Invitations for Speed Games

Now on to part three:

Additional UpdatesWe also have a few more updates to release today, in no particular order:

We may expect a bug or two from these, but for the most part, our testers have mostly hammered out what's wrong and we're confident that everyone will benefit from what we've released! And with that, I conclude this announcement: it's been quite a hefty one! Please comment and leave feedback in this thread as we're always looking to see what you think. Best to all!

Awesome Updates. Third Crusade should also probably be added to the list of maps with restrictions, because there are only 8 starting places, and each gets 6 troops on the "capital" territory, which would screw over 4 people if that hasn't been dealt with in some way.

Problem with game creation invites. I made a doubles game and invited the players only to have the teams get all mixed up after creation. It seems to randomly put people into the slots instead of the order I put them in.

soundman wrote:Problem with game creation invites. I made a doubles game and invited the players only to have the teams get all mixed up after creation. It seems to randomly put people into the slots instead of the order I put them in.

We're working on fixing that currently.

the Fallen, an unstoppable wave of Darkness! Armies will lay down their weapons to be taken into our numbers or die and lose their souls. What will you decide?

It is a 1 hour delay on all turns in a casual, 20 seconds on speed. It is not completely pointless because it reduces the prospects of the last person joining taking an unfair first turn advantage.... most specifically for the type of game you linked.

Bruceswar wrote:The speed freestyle update. ... ugh really??? What a shame speed games will never be the same. ... so Lame... The rest is nice

Only thirty seconds, not really a big deal and won't affect gameplay much. What is stupid is the one hour delay on casual freestyle games; completely pointless.

Greetings! This was based on a Suggestion. If it was truly going to ruin speed games i would hope any such issues would have been raised and dealt with in that process.

The delay on speed games is 20 seconds and 1 hour on casual. It is only the first turn. It is not clear how this is so destructive... but please clarify and I will listen.

Speed games delay I don't see a problem with. It will help with any lag issues, which are quite prevalent, and makes for a more even playing field which could potentially increase the amount of speed freestyle players.

However, I think it is pointless for casual games. There are 24 hours to take the turn anyway and anyone playing casual freestyle to a competitive level will check their game(s) regularly anyway, so the 1 hour delay isn't necessary. If you consider an eight player casual freestyle game, how many of those people do you think will be online in the first two hours of 24, rather than just the first one hour? The odds aren't exactly much different.

soundman wrote:Problem with game creation invites. I made a doubles game and invited the players only to have the teams get all mixed up after creation. It seems to randomly put people into the slots instead of the order I put them in.

We're working on fixing that currently.

This should be fixed now.

the Fallen, an unstoppable wave of Darkness! Armies will lay down their weapons to be taken into our numbers or die and lose their souls. What will you decide?

Bruceswar wrote:The speed freestyle update. ... ugh really??? What a shame speed games will never be the same. ... so Lame... The rest is nice

Only thirty seconds, not really a big deal and won't affect gameplay much. What is stupid is the one hour delay on casual freestyle games; completely pointless.

Greetings! This was based on a Suggestion. If it was truly going to ruin speed games i would hope any such issues would have been raised and dealt with in that process.

The delay on speed games is 20 seconds and 1 hour on casual. It is only the first turn. It is not clear how this is so destructive... but please clarify and I will listen.

Speed games delay I don't see a problem with. It will help with any lag issues, which are quite prevalent, and makes for a more even playing field which could potentially increase the amount of speed freestyle players.

However, I think it is pointless for casual games. There are 24 hours to take the turn anyway and anyone playing casual freestyle to a competitive level will check their game(s) regularly anyway, so the 1 hour delay isn't necessary. If you consider an eight player casual freestyle game, how many of those people do you think will be online in the first two hours of 24, rather than just the first one hour? The odds aren't exactly much different.

I agree it's not a massive enhancement... however i see it as modestly better. The biggest impact in casual games is for 2 player I think. It is something the community, through Suggestions, asked for. I encourage everyone who cares to get over to Suggestions, because we will be taking that quite seriously from this point on!

Bruceswar wrote:The speed freestyle update. ... ugh really??? What a shame speed games will never be the same. ... so Lame... The rest is nice

Only thirty seconds, not really a big deal and won't affect gameplay much. What is stupid is the one hour delay on casual freestyle games; completely pointless.

Greetings! This was based on a Suggestion. If it was truly going to ruin speed games i would hope any such issues would have been raised and dealt with in that process.

The delay on speed games is 20 seconds and 1 hour on casual. It is only the first turn. It is not clear how this is so destructive... but please clarify and I will listen.

Speed games delay I don't see a problem with. It will help with any lag issues, which are quite prevalent, and makes for a more even playing field which could potentially increase the amount of speed freestyle players.

However, I think it is pointless for casual games. There are 24 hours to take the turn anyway and anyone playing casual freestyle to a competitive level will check their game(s) regularly anyway, so the 1 hour delay isn't necessary. If you consider an eight player casual freestyle game, how many of those people do you think will be online in the first two hours of 24, rather than just the first one hour? The odds aren't exactly much different.

I agree it's not a massive enhancement... however i see it as modestly better. The biggest impact in casual games is for 2 player I think. It is something the community, through Suggestions, asked for. I encourage everyone who cares to get over to Suggestions, because we will be taking that quite seriously from this point on!